Learning path · 9 steps
3D math foundations
The vector, angle and transform toolkit behind every 3D game. Start here before physics, animation or rendering.
- Mathematicscore1. Vector BasicsPositions, directions and lengths: the alphabet of 3D code.
- Mathematicscore2. Dot and Cross ProductMeasure alignment and build perpendiculars, normals and torque.
- Mathematicscore3. Trigonometry for GamesTurn angles into directions and back with sin, cos and atan2.
- Mathematicscore4. Transforms and MatricesMove, rotate and scale in one matrix, in the right order.
- Mathematicscore5. Local vs World SpaceParent/child hierarchies and converting points between spaces.
- Mathematicscommon6. Euler Angles and Gimbal LockHuman-friendly rotations and the gimbal lock they hide.
- Mathematicscore7. QuaternionsRobust rotation storage and smooth slerp.
- Mathematicscore8. Lerp and SmoothstepBlend any value smoothly and frame-rate independently.
- Mathematicscommon9. Bézier CurvesPaths for cameras, projectiles and UI motion.